Design and Development of Digital Games

Course Code
08ΕΠΚΕ01- ΨΤ
ECTS Credits
6
Semester
3rd / 5th / 7th Semester
Σειρά εμφάνισης
1
Course Category
Course Description
Image

 

LEARNING OUTCOMES

🔵 🔴 🟡 Course
description The course focuses on the design and development of digital games. Its purpose is a) To introduce the student to the theoretical background that underpins the research area of game design, such as rules, goals, aesthetic decisions and carefully structured worlds, through an interdisciplinary approach to the study of video games and their role as an art medium, b) To introduce the understanding of the basic principles of programming and the practices of the game industry.

As part of the design, the development cycle, the player profile, the elements of a game, the concept description/design document (GDD), storytelling techniques, level design and evaluation are considered. In terms of development, students create functional prototypes by choosing between digital narrative games (Visual Novels) or 2D/3D action and exploration games, utilizing modern development engines (Godot, Ren'Py) and 3D modeling tools (Blender, Sketchfab). The structure, function and influence of games on society, culture and the arts are studied.

At the end of the course, the student will be able to:

  • understand the stages of development of a digital game and the roles of those involved in the process. Distinguishe and evaluate features related to player profiles, mechanics, storytelling techniques and level design.

  • analyze digital games through their structure and their influence on society, culture, and education.

  • create a detailed design document (GDD) and develop complete games, choosing the appropriate software (e.g. Godot or Ren'Py) depending on the type of project (narrative or action).

  • manage digital assets and integrates them into 2D or 3D environments, ensuring the functionality and aesthetic integrity of the game.

COURSE CONTENT

🔵 🔴 🟡 Theory (2 hours)

  1. Introduction to Digital Games – Historical review, evolution, games as art.
  2. What is Game? – Rules, goals, player experience (MDA framework).
  3. Game Types & Player Profiles – Genres, needs and expectations.
  4. Game Development Cycle – From concept to prototype.
  5. Gameplay & Mechanics – Interaction, flow, core loop.
  6. Storytelling & Game Worlds – Storytelling, world design, atmosphere.
  7. Character Design & User Experience – Player-character relationship, UI/UX.
  8. Core Mechanics, Feedback & Balancing – Difficulty, rewards, balance.
  9. Progression & Challenge – Level structure, pacing, increasing complexity.
  10. Aesthetics & Sound – Visual language, sound design, artistic style.
  11. Social & Ethical Implications (and use of AI) – Representation, diversity, influence on society, modern production tools.
  12. Play as Art – Indie, art games, experimental approaches.
  13. Recap & The Future of Toys – Trends, new technological and artistic trends.

🔵 🔴 🟡 Workshop (1 hour)

  1. Introduction to Ren'Py – first visual novel (dialogues, images).

  2. Character creation & branching narrative (Ren'Py).

  3. Variables, Options & Story Flows (Ren'Py).

  4. Mini-games, screens & transitions (Ren’Py).    

  5. Game Design Document (GDD) – 1-pager pitch & canvas.    

  6. Detailed GDD (Google Docs) – story, gameplay, aesthetics.

  7. Introduction to Godot (2D/3D) – basic project setup, Nodes and Scenes system.

  8. Basic Movement & Import Assets – Player movement, collisions, and use of 3D models (e.g. from Sketchfab/Blender).

  9. Level design & Interaction – Track building (Tilesets/3D environments) and interaction systems (Raycast, Interact).

  10. Interface & Atmosphere – UI, menu, lighting, sounds and effects (Godot).

  11. Playtesting & feedback – exchange of first versions.

  12. Polishing & completion of a selected project (Ren'Py or Godot 2D/3D).

  13. Presentation of projects – Feedback.

EVALUATION

Review language: Greek

🔵 🔴 🟡 Evaluation method:

  • 80% exercises
  • 20% by presentation-examination
LEARNING - TEACHING METHODS
  • Face-to-face
  • Digital game development software.
  • Use of digital presentations and computer during lecture.
  • Use of laboratory exercises and computer games.
  • Support of the learning process and distribution of material through the electronic platform e-class.
  • Communication with students via e-mail and through an electronic chat room in the e-class.
eCLASS COURSE

https://eclass.uop.gr/courses/2858/ 

RECOMMENDED BIBLIOGRAPHY

🔵 🔴 🟡 Course Textbooks [Eudoxus]

  • Book [122093783]: THE ART OF GAME DESIGN, JESSE SCHELL
  • Game Development, M. Lygiaris, G. Deligiannis, Faggoto Publications
  • Video Games: Industry and Development, K. Anagnostou, Klidarithmos Publications
  • Digital Games, Yannis Skarpelos, John Richard Sageng, Ilias Stouraitis, Iro Voulgari, Eleana Pandia, Elina Roinioti, Haris Papaevangelou, Petros Petridis, Georgios N. Giannakakis, Antonios Liapis, CREATIVE FORCE Publications

Extra Bibliography

  • Proceedings of the International Conference FDG on the Foundations of Digital Games, ACM DL.
  • Proceedings of the International Conference GALA– Games and Learning Alliance Conference, Springer.
  • Proceedings of the International Conference CHI-PLAY, ACM DL.
  • Rogers, S. (2014). Level Up! The guide to great video game design. John Wiley & Sons.
  • Schell, J. (2008). The Art of Game Design: A book of lenses. CRC press.
  • Macklin, C., & Sharp, J. (2016). Games, Design and Play: A detailed approach to iterative game design. Addison-Wesley Professional.
  • Koster, R. (2013). Theory of fun for game design. " O'Reilly Media, Inc.".
  • Karpouzis, K., & Yannakakis, G. N. (2016). Emotion in Games. Cham: Springer.
  • Swink, S. (2008). Game feel: a game designer's guide to virtual sensation. CRC press.
  • Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games (Vol. 2, pp. 2475-1502). New York: Springer.
  • His related articles and e-books.

Software Links